A Brain Surgery Simulator

A proposed real-time neurosurgery simulator handles skull drilling and surgical interaction with the brain. This involves the development and combination of areas such as collision handling, haptic rendering, physical simulation, and volumetric visualization. The simulator's input data comes from computed-tomography and magnetic-resonance-imaging images of the patients. Collision detection for drilling uses only density data; collision detection for interaction with the brain is based on uniform spatial subdivision of a tetrahedral mesh. To take advantage of all the information, the simulator employs visualization methods such as volumetric isosurfaces and deformable volume rendering.

[1]  Diego Borro,et al.  A methodology for optimal voxel size computation in collision detection algorithms for virtual reality , 2011, Virtual Reality.

[2]  Timo Ropinski,et al.  Advanced illumination techniques for GPU-based volume raycasting , 2008, SIGGRAPH 2008.

[3]  Hans-Peter Kriegel,et al.  Stable Haptic Interaction with Virtual Environments Using and Adapted Voxmap-PointShell Algorithm , 2001 .

[4]  Theoharis Theoharis,et al.  Fast Ray-Tetrahedron Intersection Using Plucker Coordinates , 2003, J. Graphics, GPU, & Game Tools.

[5]  Martin Kraus,et al.  Texture-encoded tetrahedral strips , 2004, 2004 IEEE Symposium on Volume Visualization and Graphics.

[6]  Ronald Fedkiw,et al.  Tetrahedral and hexahedral invertible finite elements , 2006, Graph. Model..

[7]  K. Bathe Finite Element Procedures , 1995 .

[8]  John Kenneth Salisbury,et al.  A constraint-based god-object method for haptic display , 1995, Proceedings 1995 IEEE/RSJ International Conference on Intelligent Robots and Systems. Human Robot Interaction and Cooperative Robots.

[9]  James J. Troy,et al.  Six degree-of-freedom haptic rendering using voxel sampling , 1999, SIGGRAPH.